CmApplication.cpp 12 KB

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  1. #include "CmApplication.h"
  2. #include "CmRenderSystem.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "CmWindowEventUtilities.h"
  5. #include "CmHardwareBufferManager.h"
  6. #include "CmRenderWindow.h"
  7. #include "CmCamera.h"
  8. #include "CmViewport.h"
  9. #include "CmHighLevelGpuProgram.h"
  10. #include "CmHighLevelGpuProgramManager.h"
  11. #include "CmDynLib.h"
  12. #include "CmDynLibManager.h"
  13. #include "CmSceneManager.h"
  14. #include "CmImporter.h"
  15. #include "CmResources.h"
  16. namespace CamelotEngine
  17. {
  18. Application::Application()
  19. :mRenderWindow(nullptr), mCamera(nullptr)
  20. { }
  21. void Application::startUp(String renderSystemDll)
  22. {
  23. DynLibManager::startUp(new DynLibManager());
  24. HighLevelGpuProgramManager::startUp(new HighLevelGpuProgramManager());
  25. RenderSystemManager::initialize(renderSystemDll);
  26. RenderSystem* renderSystem = RenderSystemManager::getActive();
  27. renderSystem->_initialise(false, "Camelot Renderer");
  28. SceneManager::startUp(new SceneManager());
  29. mRenderWindow = renderSystem->_createRenderWindow("Camelot Renderer", 800, 600, false);
  30. //renderSystem->setAmbientLight(1.0f, 1.0f, 1.0f);
  31. renderSystem->setLightingEnabled(false);
  32. mCamera = new Camera(mRenderWindow, 0.0f, 0.0f, 1.0f, 1.0f, 0);
  33. mCamera->setPosition(Vector3(0,0,40));
  34. mCamera->lookAt(Vector3(0,0,-300));
  35. mCamera->setNearClipDistance(5);
  36. mCamera->setAspectRatio(600.0f / 800.0f);
  37. /////////////////// HLSL SHADERS //////////////////////////
  38. //String fragShaderCode = "sampler2D diffuseMap; \
  39. // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  40. //{ \
  41. // float4 color = tex2D(diffuseMap, uv); \
  42. // return color; \
  43. //}";
  44. //mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  45. //mFragProg->load();
  46. //String vertShaderCode = "float4x4 matViewProjection; \
  47. // void vs_main( \
  48. // float4 inPos : POSITION, \
  49. // float2 uv : TEXCOORD0, \
  50. // out float4 oPosition : POSITION, \
  51. // out float2 oUv : TEXCOORD0) \
  52. //{ \
  53. // oPosition = mul(matViewProjection, inPos); \
  54. // oUv = uv; \
  55. //}";
  56. //mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  57. //mVertProg->load();
  58. /////////////////// CG SHADERS //////////////////////////
  59. String fragShaderCode = "sampler2D diffuseMap; \
  60. float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
  61. { \
  62. float4 color = tex2D(diffuseMap, uv); \
  63. return color; \
  64. }";
  65. mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  66. mFragProg->load();
  67. String vertShaderCode = "float4x4 matViewProjection; \
  68. void vs_main( \
  69. float4 inPos : POSITION, \
  70. float2 uv : TEXCOORD0, \
  71. out float4 oPosition : POSITION, \
  72. out float2 oUv : TEXCOORD0) \
  73. { \
  74. oPosition = mul(matViewProjection, inPos); \
  75. oUv = uv; \
  76. }";
  77. mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  78. mVertProg->load();
  79. ///////////////// GLSL SHADERS ////////////////////////////
  80. //String fragShaderCode = "uniform sampler2D tex; \
  81. // void main() \
  82. // {\
  83. // vec4 texColor = texture2D(tex,gl_TexCoord[0].st);\
  84. // gl_FragColor = texColor; \
  85. // }";
  86. //mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
  87. //mFragProg->load();
  88. //// TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
  89. //String vertShaderCode = "uniform mat4 matViewProjection; \
  90. // attribute vec4 vertex; \
  91. // void main() \
  92. // { \
  93. // gl_TexCoord[0] = gl_MultiTexCoord0; \
  94. // gl_Position = matViewProjection * vertex; \
  95. // }";
  96. //mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  97. //mVertProg->load();
  98. // IMPORTER TEST
  99. Importer::startUp(new Importer());
  100. DynLib* loadedLibrary = gDynLibManager().load("CamelotFreeImgImporter.dll"); // TODO - Load this automatically somehow
  101. if(loadedLibrary != nullptr)
  102. {
  103. typedef const void (*LoadPluginFunc)();
  104. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)loadedLibrary->getSymbol("loadPlugin");
  105. loadPluginFunc();
  106. }
  107. //mDbgTexture = std::static_pointer_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));
  108. TexturePtr testTex = std::static_pointer_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));
  109. Resources::startUp(new Resources());
  110. gResources().save(testTex, "C:\\ExportTest.tex");
  111. mDbgTexture = std::static_pointer_cast<Texture>(gResources().load("C:\\ExportTest.tex"));
  112. mDbgTexture = testTex;
  113. }
  114. void Application::runMainLoop()
  115. {
  116. while(true)
  117. {
  118. WindowEventUtilities::messagePump();
  119. DBG_renderSimpleFrame();
  120. }
  121. }
  122. void Application::shutDown()
  123. {
  124. SceneManager::shutDown();
  125. if(RenderSystemManager::getActive() != nullptr)
  126. RenderSystemManager::getActive()->shutdown();
  127. HighLevelGpuProgramManager::shutDown();
  128. DynLibManager::shutDown();
  129. Resources::shutDown();
  130. }
  131. void Application::DBG_renderSimpleFrame()
  132. {
  133. RenderOperation ro;
  134. IndexData* indexData = new IndexData();
  135. indexData->indexCount = 36;
  136. indexData->indexBuffer = HardwareBufferManager::instance().createIndexBuffer(
  137. HardwareIndexBuffer::IT_16BIT,
  138. 36,
  139. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  140. unsigned short* idxData = static_cast<unsigned short*>(indexData->indexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  141. idxData[0] = 0; idxData[1] = 1; idxData[2] = 2;
  142. idxData[3] = 2; idxData[4] = 3; idxData[5] = 0;
  143. idxData[6] = 4; idxData[7] = 5; idxData[8] = 6;
  144. idxData[9] = 6; idxData[10] = 7; idxData[11] = 4;
  145. idxData[12] = 0; idxData[13] = 3; idxData[14] = 5;
  146. idxData[15] = 5; idxData[16] = 4; idxData[17] = 0;
  147. idxData[18] = 3; idxData[19] = 2; idxData[20] = 6;
  148. idxData[21] = 6; idxData[22] = 5; idxData[23] = 3;
  149. idxData[24] = 2; idxData[25] = 1; idxData[26] = 7;
  150. idxData[27] = 7; idxData[28] = 6; idxData[29] = 2;
  151. idxData[30] = 1; idxData[31] = 0; idxData[32] = 4;
  152. idxData[33] = 4; idxData[34] = 7; idxData[35] = 1;
  153. indexData->indexBuffer->unlock();
  154. VertexData* vertexData = new VertexData();
  155. vertexData->vertexStart = 0;
  156. vertexData->vertexCount = 8;
  157. VertexDeclaration* decl = vertexData->vertexDeclaration;
  158. decl->removeAllElements();
  159. size_t offset = 0;
  160. decl->addElement(0, offset, VET_FLOAT3, VES_POSITION);
  161. offset += VertexElement::getTypeSize(VET_FLOAT3);
  162. decl->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES);
  163. offset += VertexElement::getTypeSize(VET_FLOAT2);
  164. //decl->addElement(0, offset, VET_COLOUR, VES_DIFFUSE);
  165. //offset += VertexElement::getTypeSize(VET_COLOUR);
  166. HardwareVertexBufferPtr vertexBuffer = HardwareBufferManager::instance().createVertexBuffer(
  167. vertexData->vertexDeclaration->getVertexSize(0),
  168. vertexData->vertexCount,
  169. HardwareBuffer::HBU_STATIC_WRITE_ONLY);
  170. vertexData->vertexBufferBinding->setBinding(0, vertexBuffer);
  171. size_t vertexSize = vertexBuffer->getVertexSize();
  172. char* vertBufferData = static_cast<char*>(vertexBuffer->lock(HardwareBuffer::HBL_NORMAL));
  173. size_t posSize = VertexElement::getTypeSize(VET_FLOAT3);
  174. size_t uvSize = VertexElement::getTypeSize(VET_FLOAT2);
  175. Vector3 position(-5.0f, -5.0f, -5.0f);
  176. memcpy(vertBufferData, &position, posSize);
  177. vertBufferData += posSize;
  178. Vector2 uv(0.0f, 0.0f);
  179. memcpy(vertBufferData, &uv, uvSize);
  180. vertBufferData += uvSize;
  181. position = Vector3(-5.0f, 5.0f, -5.0f);
  182. memcpy(vertBufferData, &position, posSize);
  183. vertBufferData += posSize;
  184. uv = Vector2(0.0f, 1.0f);
  185. memcpy(vertBufferData, &uv, uvSize);
  186. vertBufferData += uvSize;
  187. position = Vector3(5.0f, 5.0f, -5.0f);
  188. memcpy(vertBufferData, &position, posSize);
  189. vertBufferData += posSize;
  190. uv = Vector2(1.0f, 1.0f);
  191. memcpy(vertBufferData, &uv, uvSize);
  192. vertBufferData += uvSize;
  193. position = Vector3(5.0f, -5.0f, -5.0f);
  194. memcpy(vertBufferData, &position, posSize);
  195. vertBufferData += posSize;
  196. uv = Vector2(1.0f, 0.0f);
  197. memcpy(vertBufferData, &uv, uvSize);
  198. vertBufferData += uvSize;
  199. position = Vector3(-5.0f, -5.0f, 5.0f);
  200. memcpy(vertBufferData, &position, posSize);
  201. vertBufferData += posSize;
  202. uv = Vector2(0.0f, 0.0f);
  203. memcpy(vertBufferData, &uv, uvSize);
  204. vertBufferData += uvSize;
  205. position = Vector3(5.0f, -5.0f, 5.0f);
  206. memcpy(vertBufferData, &position, posSize);
  207. vertBufferData += posSize;
  208. uv = Vector2(1.0f, 0.0f);
  209. memcpy(vertBufferData, &uv, uvSize);
  210. vertBufferData += uvSize;
  211. position = Vector3(5.0f, 5.0f, 5.0f);
  212. memcpy(vertBufferData, &position, posSize);
  213. vertBufferData += posSize;
  214. uv = Vector2(1.0f, 1.0f);
  215. memcpy(vertBufferData, &uv, uvSize);
  216. vertBufferData += uvSize;
  217. position = Vector3(-5.0f, 5.0f, 5.0f);
  218. memcpy(vertBufferData, &position, posSize);
  219. vertBufferData += posSize;
  220. uv = Vector2(0.0f, 1.0f);
  221. memcpy(vertBufferData, &uv, uvSize);
  222. vertBufferData += uvSize;
  223. vertexBuffer->unlock();
  224. ro.indexData = indexData;
  225. ro.vertexData = vertexData;
  226. ro.useIndexes = true;
  227. ro.operationType = RenderOperation::OT_TRIANGLE_LIST;
  228. RenderSystem* renderSystem = RenderSystemManager::getActive();
  229. renderSystem->_setViewport(mCamera->getViewport());
  230. //Matrix4 projMatrix = mCamera->getProjectionMatrixRS();
  231. //renderSystem->_setProjectionMatrix(projMatrix);
  232. //Matrix4 viewMatrix = mCamera->getViewMatrix(true);
  233. //renderSystem->_setViewMatrix(viewMatrix);
  234. Matrix4 projMatrixCstm = mCamera->getProjectionMatrix();
  235. Matrix4 viewMatrixCstm = mCamera->getViewMatrix(true);
  236. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  237. renderSystem->setInvertVertexWinding(false);
  238. renderSystem->_setDepthBufferParams();
  239. renderSystem->clearFrameBuffer(FBT_COLOUR | FBT_DEPTH, Color::Blue);
  240. renderSystem->_beginFrame();
  241. mVertProg->getDefaultParameters()->setNamedConstant("matViewProjection", viewProjMatrix);
  242. //renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL);
  243. renderSystem->_setTexture(0, true, mDbgTexture);
  244. renderSystem->bindGpuProgram(mFragProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  245. renderSystem->bindGpuProgram(mVertProg->_getBindingDelegate()); // TODO - I don't like this. Shader should be able to be bound directly!
  246. // TODO - Shaders need to be bound and only then parameters can be set. I need to encapuslate this better because I can't expect users to know that
  247. renderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM, mFragProg->getDefaultParameters(), GPV_ALL); // TODO - If I dont call bind parameters before shader wont activate? I think I should handle that differently
  248. renderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, mVertProg->getDefaultParameters(), GPV_ALL);
  249. renderSystem->_render(ro);
  250. renderSystem->_endFrame();
  251. renderSystem->_swapAllRenderTargetBuffers(false);
  252. }
  253. Application& gApplication()
  254. {
  255. static Application application;
  256. return application;
  257. }
  258. }